Configuration

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The goal of forming a spatial, temporal, or logical arrangement of game elements.

Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a Configuration of the available game elements.

Examples

Example: The card game Illuminati uses Configuration for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.

Example: Zendo, an abstract game where the winning condition is to guess a Gonfiguration.

Example: Poker, where winning rounds consists of having the rarest set of a set of predetermined Configurations.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Capture, Hovering Closures

Can Modulate

Symmetry

Can Be Instantiated By

Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals

Can Be Modulated By

Gain Ownership, Imperfect Information, Timing

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Configuration that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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